I use jass all the time so sorry if i confused you with that ^^
Glad i helped tho![]()
I'm going to use Vexorian's TimerUtils and RisingDusk's UnitStatus and Damage Detection system, are those allowed?
Edit: And grim001's AutoIndex, since it's required for UnitStatus.
Those are scripts, ofcourse they are allowed.
Those are scripts, ofcourse they are allowed.
I'm going to use Vexorian's TimerUtils and RisingDusk's UnitStatus and Damage Detection system, are those allowed?
Edit: And grim001's AutoIndex, since it's required for UnitStatus.
Uh - Catch ya - will the strength dissipate? or stay forever? 'cause that'll make you score 0 in belance.
of course you can have 4 active skills, 1 has to be an ultimate... but think before creating the spells: 4 damage spells won't be good for the balance.
question: does Shadow Meld count as one of the 4 abilities? it's just something like Maiev having 4 skills + Shadow Meld.![]()
Nope, shadow meld does not count. 4 Hero Abilities required. But you are not allowed to create a stand alone normal unit ability and add it to your hero.
But, in the initial post it says one passive. So, we can have 4 active skills? Is that absolutely fine? Because it will take me more time to think of an appropriate passive than to code it.
I didn't saw the headline... shame on me
atleast 1 passive...
I will most likely join, this sounds fun.
my hero is already planned out, i got the name, the skills, the design and everything ready, just have to make it.
i still got 1 question:
1). do we have to have at least 1 passive skill? cause actually i wanted to have 4 active ones, many melee hereos got 4 active skills as well.
2). do we have to balance it like a normal melee hero? how is the balancing tested and judged?
3). its okay if our hero shares a model with an existing melee hero is it?
4). do we need some kind of story for the hero?
i will immediatley start on creating the hero, i think i will be finished within few days, this is really interesting.
good luck to all participants.
I believe combat-order based abilities are not actually spells or skills to be counted. So, anything related to Stop/Move/Attack/Patrol/Attack Ground/Hold Position should not likely be considered as seperate abilities. For example Maiev and generally the Night elven race has Shadow Meld as a concept, which of course provides extra effectiveness to the gameplay. Heavily combat based abilities though are not likely to be triggered. Those abilities should not be level'd up either.
2) balance for melee games
Sorry Darkmoon i didn't see your hero template but that was just an idea i had on the moment ... but it is frustrating to see the same idea twice ... so i'll change all that if i join ...
sorry 'bout that ... i'll think it over ...
Hero Abilities
Bloody rain raises Skeletons from the ground.
Level 1 - 3 Skeletons.
Level 2 - 4 Skeletons.
Level 3 - 5 Skeletons.
Afflicts a target enemy unit's skeleton with a will of its own causing damage over time. If the afflicted unit dies while under the effect of Rebelious Bones, a skeletal warrior will spawn from its corpse.
Level 1 - 5 damage per second for 30 seconds.
Level 2 - 10 damage per second for 30 seconds.
Level 3 - 15 damage per second for 30 seconds.
Increases the movement speed of nearby friendly units. Friendly non-mechanical units that die within range of the hero are raised as skeletal minions to seek revenge.
Level 1 - 10% movement.
Level 2 - 20% movement.
Level 3 - 30% movement.
Hurls a necromantic bolt that stuns a target enemy unit and causes the unit to die after 30 seconds.
But, it only counts for 5 points...